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When using "AnyOutpost" in a mission locationtype parameters, it is hardcoded to be anything that isn't empty, and isn't abandoned.
<LocationType from="Outpost" to="AnyOutpost"/>
This means you cannot use "Anyoutpost" if you have nodes that arent empty but arent outposts either; such as special outpost types, or special nodes.
The game will trigger events in these functionally non-outpost nodes as if they were outposts.
Suggest a parameter in Locationtypes that such as IsAnyOutpost="false"
IsAnyOutpost="false"
Related to #7497 regarding unsuitable destination nodes (see my comment there)
Any event with "anyoutpost" defined
<EventSet identifier="exampleset" leveltype="outpost" locationtype="anyoutpost" ...
v1.2.8.0 (Winter Update hotfix 2)
The text was updated successfully, but these errors were encountered:
I suppose it could be the reason some modded missions can not trigger in Dynamic Europa?
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When using "AnyOutpost" in a mission locationtype parameters, it is hardcoded to be anything that isn't empty, and isn't abandoned.
This means you cannot use "Anyoutpost" if you have nodes that arent empty but arent outposts either; such as special outpost types, or special nodes.
The game will trigger events in these functionally non-outpost nodes as if they were outposts.
Suggest a parameter in Locationtypes that such as
IsAnyOutpost="false"
Related to #7497 regarding unsuitable destination nodes (see my comment there)
Reproduction steps
Any event with "anyoutpost" defined
<EventSet identifier="exampleset" leveltype="outpost" locationtype="anyoutpost" ...
Version
v1.2.8.0 (Winter Update hotfix 2)
The text was updated successfully, but these errors were encountered: